Stellaris

Stellaris

Designable Civilian Ships
73 kommentarer
startrekpacman™ 13. apr. 2024 kl. 12:52 
Might I suggest editing the Science Ship to allow it to have a custom component slot? There seems to be a problem with this mod or perhaps how it interacts with others that makes it so science ships no longer have the ability to cloak. Adding a component slot would allow manually selecting a cloaking field generator.
Lord Charnock 21. dec. 2023 kl. 9:38 
I think I've found the problem in the mod file 99_civshipdesign

For each ship design it is missing a section to feed the AI a probability that they will build one of the civilian ships. So it defaults to a 0% build probability.

For instance, under the colony ship one needs to add the following code:

ai_ship_data = {
min = value:desired_colonizers
}

The mod is running in parallel with (does not fully replace) the vanilla game file 00_ship_sizes
That file already has the civilian ships on it, and a probability the AI will each of build them.

The game is being fed two files telling it how to manage civilian ships. I think that's why if you manually set up a civilian ship design, then delete the auto-generated design, after a while the game will again set up new auto-generated designs.
Lord Charnock 21. dec. 2023 kl. 9:28 
I had the same bug as Amon and Chief. AI players will not establish new colonies. I'm in year 95, all 9 AI players have a homeworld and nothing else.

Using console commands to view whats happening in the other Empires I notice:
- They have designs for civilian ships, and the designs are available to build at their starbases.
- However, they will not build ANY civilian ships. No colony ships, construction ships or science ships. They just have 1 science ship and 1 construction ship, the ones they start the game with.
- They will build new warships. And they will research new ship classes and components as normal. Their warship templates will auto-update with new engines, power cores, shields and armour as normal.
- However, their warships all have level 1 weapons, and will not upgrade their ships even if they have the tech and power to do so.
Patient 26. sep. 2023 kl. 22:39 
One nice thing I discovered is that you don't need to start a new play through though if you don't want to; just remove the mod from your playset. Save loaded fine; haven't had any issues with the ship designer (other than no more designable civilian ships) and the ai empires started building colonies within a year.
Patient 26. sep. 2023 kl. 16:13 
So I did grand admiral up until year 2225 and used a science ship you get from an event that has a psi jump drive I think (unshrouded ship) and then jumped around the galaxy trying to meet all of the ai empires. The only ai empires that had more then 1 colony (other than marauders and fallen) were corporations empires. So my guess is this mod doesn't break / touch the private colony ships that ai corporations can make but it does break the regular colony ships for the ai empires :(
Patient 26. sep. 2023 kl. 13:31 
not sure, I started a new run and waiting to see if I get the issue Amon Grabmore and Chief mentioned
510V 25. sep. 2023 kl. 16:26 
still work on 3.9.1?
Ch1ef 19. sep. 2023 kl. 18:19 
the comment below
Amon Grabmore 11. sep. 2023 kl. 6:26 
for all how wanna try it out, in my case the mod buged out the ai and no new colonies got esablished
humankind 1. sep. 2023 kl. 18:50 
holy shit, this makes me able to build colony in my game with 60 mods!!! Thanks so much, saved my day
十八 25. nov. 2022 kl. 19:32 
update pl
MacParoo 30. nov. 2021 kl. 12:17 
I can't make colony ships
vv 22. maj 2021 kl. 18:22 
thank you
Kamen Rider Nexus 4. juni 2020 kl. 18:49 
To anyone using an alternative mod launcher (like the Paradoxos Mod Manager), does this mod actually WORK?
belief→↓↑↑←↓↓ 24. mar. 2020 kl. 0:15 
yep~ cant activate :(
Pietrooperv 29. feb. 2020 kl. 12:18 
the mod won't let me activate it. It says that its mising the descriptor file. whatever that means, and to contact the author...
烽燧煜明 9. juli 2019 kl. 19:10 
does it suit for 2.3.* ?
d_buzz 5. feb. 2019 kl. 18:54 
so they randomly blow up
DaftCanuck 1. feb. 2019 kl. 16:35 
After installing this, my ships randomly lose hull points and explode.
The Erubian Warlord 24. dec. 2018 kl. 3:30 
2.2?
�[Dire_Venom]� 5. okt. 2018 kl. 22:14 
Would love to see more load out options (and maybe even design-able mining/research stations!) Thank you for the mod
ShadowDragon_79 28. sep. 2018 kl. 11:53 
I'm having the same problem as snafu707 .


Also, a few weapon-slots and different sections would be nice, so there's something to actually do with this mod except using outdated tech for cost-reduction... ( which is pointless anyway, when it deactivates all other cost-reductions )

And ofcourse, those additional sections could be tied to some other techs... Just hinting :) .
Skullking Von Mooncrest 1. aug. 2018 kl. 16:55 
other ship mods im like nsc might not be playing nice
Ryan 1. aug. 2018 kl. 15:30 
This seems to prevent the cost reduction from ruler traits from applying (e.g. Explorer for science ships).
Splodgenik  [ophavsmand] 1. aug. 2018 kl. 12:42 
you say "some other mods" - which?
Skullking Von Mooncrest 1. aug. 2018 kl. 1:44 
does this not work with some other mods can't get it to work?
Allum74 9. juni 2018 kl. 19:28 
Thank you for making this! I was so confused when I could no longer edit them. Modding saves the day!:morphine:
Rastro 28. apr. 2018 kl. 21:24 
This is one of those little things that bugged me. I never knew what was in my science or constructors. Were they the most efficient?
Colony ships less of an issue, you only use them once then they’re gone lol.
Thank you
Splodgenik  [ophavsmand] 22. apr. 2018 kl. 14:12 
By the way, if anyone has any better ideas I'm happy to hear them, but the auto-upgrade mechanism seems to be tied to the auto-generated designs. Even if you untick "Auto-generate designs" in the ship designer and delete the automated design, leaving a manual design with "Auto-upgrade" (on the right hand side) turned on so it will pick up new components, when a new ship component is researched the game will update the manual design as it should, and create a new autogenerated design and upgrade everything to the autogenerated design. Sigh.
Splodgenik  [ophavsmand] 22. apr. 2018 kl. 14:10 
Hi all. I've had a look at the auto-upgrade issue and concluded there's no way round it except to disable the special auto-upgrades. That's a pity because I like the saving in micromanagement from not having to upgrade all my constructors and science ships, so I've made a new mod for those willing to make that tradeoff with the imaginative title of Designable Civilian Ships (No Auto-Upgrade) . You can consider this version as being more for people who just want to admire all their ships in the ship designer and don't mind the AI messing with them when a new technology comes up.
Kepos 28. mar. 2018 kl. 16:07 
Thx for your mod. BTW, is it normal that I get an automated design every time I research a new tech? No matter how often I delete them (unchecked auto-generate disigns !) they come back. Playing Primitive Player mod. Any idea?
Pode 27. mar. 2018 kl. 17:29 
Experimental drive has to be actively babysat, with new manual orders issued whenever they get stuck. Usually it helps. Sometimes it causes them to cease to exist, or jump off the hyperlanes to the galactic plane, from which they can usually travel normally. Great heaping scads of bugginess, which is why I gave up and labeled them experimental so all the bugs became features. There's a discussion post off my mod's page that goes into all the ways in which they can surprise you and tricks you can sometimes use to cope.

Apologies Splodgenik for derailing your thread.
CMDR Emotions 27. mar. 2018 kl. 17:17 
@Pode I thought that might be incompatability or somthing with this mod and yours but the experimental driver is useless otherwise.

Fun times when your science ships freeze at the end of the month durring travel and you have to emergency FTL back one jump.
VS-lockon 18. mar. 2018 kl. 10:34 
you sir are a god i hope i can 2.0.2 come out
Pode 15. mar. 2018 kl. 7:13 
That issue is especially painful for me as my mod has an unavoidably buggy, very slow experimental hyperdrive that AI is restricted from using. Civilian ships equipped with this drive (by the player using our mods together) get upgraded mid voyage. Which removes their drive and leaves them stranded in hyperspace. At the next month turnover, they (usually) get dropped in whatever system they're closest to. Which may not have a shipyard, leaving them stranded.
Zoe Hexe 14. mar. 2018 kl. 22:52 
I'm getting an annoying issue where even though I turn off "Auto-Generate Designs" it still creates new models every time I unlock certain components. :( Is there something a mod could edit that might cause that? I'd bet on a mod conflict before anything else.
Splodgenik  [ophavsmand] 13. mar. 2018 kl. 1:58 
Ah, ok, no worries. I had a look at that mod and it's doing the same thing except it's using the ship speeds from before the beta (2.0.2 beta tweaked the maximum ship speeds a bit, science ships and constructors can go faster, transports a tiny bit slower). Sadly to make the ships designable you have to entirely redefine them, that mod uses the ship properties from 2.0.1, mine from 2.0.2. Shouldn't actually break anything, so pick according your preference I guess.
elvathelion 12. mar. 2018 kl. 17:48 
@Splodgenik No, pls dont misunderstand, was more a question of which one to use...the whole beta patch thing is making it a bit messy when it comes to running various mods and compatibility patches -at least from my perspective as a gamer trying to wade through it. Honestly, without mods, I don't think I'd be putting that much time playing this game.
Splodgenik  [ophavsmand] 12. mar. 2018 kl. 15:17 
@kuldebar Nope, the one you linked was first uploaded on 26th Feb, mine was first uploaded 22nd Feb. Not that I'm claiming any ownership rights on such a simple idea, but if you're accusing me of copying that mod you're wrong.
elvathelion 12. mar. 2018 kl. 3:59 
It appears there is another mod that does the same thing...but slightly older: http://steamproxy.com/sharedfiles/filedetails/?id=1313965899
tyriael_soban 9. mar. 2018 kl. 19:01 
Could this mod possibly be causing starbases to default to armor only? (while still mounting a shield capacitor)
Pode 6. mar. 2018 kl. 19:27 
Nice work. I'm pointing all my mod subscribers your way so they can design ships with the experimental slow FTL drive I just added to my Primitive and Pre-FTL Players mods.
ALEXNTFOX 6. mar. 2018 kl. 10:39 
@Splodgenik yep it work) Big Thanks!
Splodgenik  [ophavsmand] 6. mar. 2018 kl. 2:56 
Right, I believe the new upload should work with NSC 2.0, it does for me at least.
ALEXNTFOX 5. mar. 2018 kl. 14:24 
@Splodgenik Ooops sorry...Vanilla work Fine,but with New ship classes 2.0 the Didin't work. So please make compatibility for NSC2.0 http://steamproxy.com/sharedfiles/filedetails/?id=683230077
Splodgenik  [ophavsmand] 5. mar. 2018 kl. 1:37 
@T.Fox you mean 2.0.1? How strange, it works for me. By not work, do you mean you get the mod compatibility warning with the little red exclamation mark, or that the ships aren't appearing in the ship designer? What other mods are you using?
ALEXNTFOX 4. mar. 2018 kl. 20:21 
@Splodgenik Not work in 2.1 Please update
VS-lockon 3. mar. 2018 kl. 18:50 
you might want look in some how getting this work with nsc m8
Meldarion 2. mar. 2018 kl. 3:29 
Any thoughts?
Meldarion 27. feb. 2018 kl. 14:23 
Can't be the Auto Generate only happens with Civ ships? My Mil ships dont auto generate when i uncheck the box.